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Magic the Roleplaying Useful Terms

Game Converted Mana Cost (CMC). This refers to


the total amount of mana needed to cast a
This is a tabletop roleplaying game that is
card, ignoring color. So a card costing 3RR
played exclusively with Magic the Gathering
would have a CMC of 5.
cards. You will play a character, and your
game statistics and abilities will be
determined by Magic cards. In play, you will
use a deck of basic lands to decide your
outcome. You will need:
● A Fate Deck. This is the randomizer.
It consists of 2 basic lands of each
type and a single Waste.
● Many basic lands, including Wastes.
● A stack of MTG cards. It may be
helpful if they’re sorted by color or by
plane, as you may want all the parts
of a dungeon or settlement to be
thematically linked.
● A stack of humanoid creature cards. Allied Colors. The colors next to each other
These are how you create characters, on the color wheel are allied. White is allied
and make for better NPCs than oozes to Blue and Green.
do. Enemy Colors. The colors opposite each
● Counters, or notecards. You’ll need to other on the color wheel. White is an enemy
track life totals, plus other effects to Black and Red.
that use counters.
Colorless. Colorless is not a color, and does
Helpful Hint. you can use scryfall.com to not have allied or enemy colors. Wastes
replicate a pile of random cards. Enter your produce colorless mana.
criteria, and then replace the “search” in the
url with “random”. I’ve provided several
such links here. All images and logos belong to Wizards of the
Coast. This is an unaffiliated fan project.
Your Character Character Creation
You have several important character Draw a random common Creature card of
statistics CMC 4 or less. It should be humanoid. This
Starting Life. This represents your health. is your starting Character Card. Click Here
Your current life total changes to this value for a Random Starting Character Card
at the start of each day. This occurs even if Now, choose 4 basic lands (Plains, Islands,
your current life total is greater than your Swamps, Mountains, Forests, Wastes). Your
Starting Life. TALE must be enough to cast your starting
Creature Types. This defines who you are Character Card.
and what skills you have. If you have the If you chose 2 Wastes, get 1 bonus Waste. If
creature type Archer, you have all the skills you took 3 or 4 Wastes, get 2 bonus Wastes.
an archer would have. If you have the You have the Power, Toughness, and
creature type Elf, you have knowledge of Elf Creature Types of your card. You have 10
customs. Starting Life. You have all the abilities of
Power. Your ability to deal damage in your card. Your GM will help you determine
non-magical combat what they do.
Toughness. Your ability to mitigate damage Draw three random common instants or
in non-magical combat. sorceries that you could cast. These are your
Lands. These represent your character's starting spells. Click here for random spells:
power. They’re used actively to cast spells, White, Blue, Black, Red, Green
but they also determine a lot about your Progression. You need 10 experience points
character. to level up. When you loot an Artifact or get
Total Available Land Equivalent (TALE). a rescued NPC back to safety, each group
This is the total amount of mana you could member gains XP equal to its converted
produce with your lands. For example, if you mana cost.
have three wastes, a forest, and a mountain When you level up, get +2 HP and choose to
your TALE is 3RG. You can only have active get a new Basic Land or 2 Wastes.
character cards with cost equal to or less Gaining New Character Cards. When you
than your TALE. complete a character’s questline, defeat a
Equip Limit. This is like your TALE, but boss enemy, or receive training from
only counts your Wastes. This determines someone, you receive their Creature card. If
how many artifacts you can equip. you have enough leftover TALE to
accommodate its cost, you can add it to your
Character Cards. This is permanent. You can
also hold onto that Character Card for later.
When you add a new Character Card, you
add its Power and Toughness to your own.
You gain all its abilities. You get its Creature
Types, but this is not necessarily literal. If
you add an Elf card, you might learn the
ways and culture of the elves.
Spells
I drew these three black spells

Shadowfeed.
Destroy a corpse or
permanently delete
a spell from
someone’s mind and
regain 3 life.

Never Happened.
Look at the spells
someone can cast or
has already cast
today. Then,
permanently delete
one. You can also
make corpses and
broken objects
Example Character disappear.
Above is the starting Character Card.
Later on, we will discuss how your GM will
convert a magic card into RPG terms, but it
is already done here for the example.
Taste of Blood.
He’s a 5/1 Human Warlock. He’s fast, but A very simple spell.
must take an attack action every turn if able. Deals 1 damage to
If he dies with a little mana untapped, he any character, and
can activate his last ability. He goes to his then you gain 1 life.
final rest to give someone an invincibility
counter. It will make them unable to die for
the rest of the day.
So he’s an aggressive character, who gets
into the action. But between the ability to From the spells, this character feels like a
save characters after death, and the cute quasi-vampiric assassin. Gets in, kills a
monster in his arms, he’s also a lover of target, deletes the evidence. Feeds on
animals. people's minds and bodies.
The Scene Combat
Play takes place in scenes. A scene is a When violence breaks out, use these rules.
discrete piece of action that happens in a Determine the turn order.
single place. If you go somewhere else or all Actions. On your turn you may do two
the problems conclude, it becomes a new actions from the following:
scene.
● Move. Move around. You can use
Keep your lands, spells and character cards both your actions to retreat, fleeing
in front of you. At the start of a scene, all the scene.
your cards untap. ● Cast a Spell. Tap your lands to pay
In a round, each player gets a turn. Turn for a spell’s cost. Then, put that spell
order is determined by whoever has Haste, into your graveyard. When you sleep
and then by whoever has the greatest for the night, you regain all your
number of lands that match the current spells.
terrain. This can be the sum of two different ● Activate an Ability. Use an activated
land types, such as in a rainforest. Cities and ability you have access to. Pay any
other man-made places count for Wastes. costs. If they require tapping, tap
your character card.
Chance ● Interact. Many interactions, such as
When you attempt something difficult, you opening doors, are free. But if you
will draw from the Fate deck. This deck must draw from the Fate deck, it
contains two basic lands of each type and takes an action.
one Wastes. The GM will determine what ● Attack. You and your target each
type of land you need to draw to succeed. draw a random card. Add your power
Plains. Commanding, organization, helping to its CMC. Each of you deals damage
others. to the other equal to that total,
reduced by their toughness.
Islands. Thinking, planning, being rational.
Swimming, sailing, flying. Reactions. In a round, you get a single
reaction. You choose to use your reaction
Swamps. Subterfuge, lying, dealing with the
after another character declares an action,
underbelly.
but before it takes effect. You can use it for
Mountains. Destruction, art, emotion.
any of the following:
Forests. Tracking, animals, plants.
● Attack of Opportunity. Attack
Wastes. Interacting with alien things. someone taking the Move action to
If you draw the land, you succeed. If you move out of melee range, as per the
draw an allied land, you partially succeed. Attack action.
Otherwise, you fail. If possible, the GM ● Cast an Instant. Instant spells can
should tailor the outcome to the type of land be cast much quicker than sorceries.
drawn. This uses all the same rules as the
Extra Draws. If you have any lands of the Cast a Spell action.
needed type, draw an extra card. If the GM ● Activate an Ability. Unless they say
believes you have a creature type relevant to otherwise, abilities can be activated
the task, draw another additional card. at the speed of Instants.
Card Interpretation Instants and Sorceries
This will require some creativity on a GM’s Instant and Sorcery cards are spells that
part. Judge based on art wherever possible. people can cast. Both players and NPCs cast
What follows are some guidelines for the spells the same way. You can find or buy
most common effects you’ll see. them as spellbooks, which teach the spell to
a single person, then burn up.
Basic Rules
Almost all effects end at the start of a new
Lands and Enchantments
day. Counters are removed, spells return Land and Enchantment cards describe a
from exile, emblems are lost. location. The Lands describe the physical
All non-damage removal effects only work place, and any Enchantments are magical
on targets with equal or lesser CMC than the effects that pervade the place. Everyone in
spell or source of the effect. that location is subject to them.
If a creature would be destroyed, but is If these cards have non-mana activated
saved by the above rule, they lose half their abilities, anyone in them can use them. They
remaining Life. If they would be exiled, they also untap at the start of scenes.
are instead exiled for one of their turns. Artifacts
“All” or “Each” refer to each thing in the
Artifact cards can be treasure you may find
scene.
in chests, or in the possession of others.
All player characters are creatures for the They are split into Small (Ones you could
purpose of spells. They have mana cost carry on your person) and Large. You equip
equal to their TALE. Small Artifacts, and you must go to Large
The GM decides if an effect refers to a game Artifacts to use them.
piece or the abstract concept. For example, if You can only equip Small Artifacts with
an effect refers to Lands, they decide if it combined cost equal to your Equip Limit.
affects the Lands controlled by player You can only use a Large Artifact if its cost is
characters, or the physical land in the scene. equal to or lower than your Equip Limit.
The Golden Rule. The Game Master has the
final say on what a card does, and can ignore
Treasure Tokens
the guidelines here if it makes for a better In addition to their normal effect, Treasure
game. If the Game Master can’t figure out tokens are the currency of this world. If you
what a card should do, discard it and draw would be paid for completing a quest, you’re
another. paid in Treasure Tokens. A typical reward is
Treasure tokens equal to the CMC of a boss
Creatures you defeated.
Creature cards are characters, animals, and Buying and Selling. Artifacts can be sold
monsters. They have all their card statistics, for their CMC worth of treasure tokens. You
plus lands equal to their mana cost. They can buy artifacts and spells in towns with
have Starting Life equal to their CMC. those treasure tokens. The cost is equal to
Boss creatures have double the number of the CMC.
lands and double the Starting Life.
Planeswalkers Calling for Aid. If you could cast the
Planeswalker card representing your god,
Planeswalker cards represent gods. They are
you can activate one of their loyalty abilities
not material beings, but they can affect the
once per day as an action..
material world.
Each person capable of casting the card can
This game takes a historical lens on worship,
activate one ability per day.
only priests and cultists are devoted to a
single god. You can worship as many as you Some guidelines for Planeswalker abilities.
like. ● If they cost loyalty, remove that many
Loyalty. Your group can go to a temple, and counters.
receive the card for the aspect that they ● Instead of adding loyalty, + abilities
worship. It starts with 0 loyalty counters. add that much mana in one of the
Loyalty is tracked for the whole group Planeswalker’s colors. If you don’t use
collectively. it this turn, you lose it.
● If they have a passive ability, you
Whenever you complete a quest, if it was
must be Blessed to activate it. It
aligned with the purposes of that god, put a
becomes active for the rest of the day.
loyalty counter on it.
● If the card refers to itself in a way
If you take an action against a temple, or an that does not make sense, it instead
action opposed to a god’s purposes, remove refers to whoever activated the
a loyalty counter. For example, burning ability.
books would remove loyalty from a Tamiyo, ● Emblems, like all game length effects,
as research and knowledge are her domain. last until the end of the day.
If it’s a particularly egregious offence, more
New Planeswalker Cards. You can have as
loyalty can be removed.
many different gods as you want, but only
As long as you have loyalty equal to or one aspect of a single god. If you go to a
greater than their starting loyalty, you are temple of a new aspect, you can swap to
considered Blessed. This is mostly a social their aspect. You keep all loyalty from your
standing. Blessed characters can always find old aspect of that god.
shelter in a temple of that god.
Common Card Text Effects
● Damage. Deals that much damage.
Timing
● Loss or Gain of Life. Raises or lowers
● The Game. A day is equivalent to a HP that much. You can go above your
game. At the start of each day, each Starting Life, but you will return to
creature’s life total returns to their your Starting Life the next day.
Starting Life, all counters and ● Drawing a Card. Gain a piece of
emblems are removed, all Instants useful information or gain a useful
and Sorceries return from exile, all mundane item (depending on flavor)
non-treasure tokens disappear. ● Searching for a Card. Get an answer
● The Turn. A scene is equivalent to a to a question of your choice or an
turn. All cards untap at the start of item of your choice (depending on
each scene. flavor)
Triggers ● Discarding a Card. Losing a piece of
● Enter the battlefield. Once per day, information, a useful item, or a spell
as they arrive in a scene. they have prepared.
● Beginning of Combat. Right before ● Scry. Receive a vision of a place, in
they take the attack action. the past, present or future. Scry 1
● When… Attacks. When they take the only visual, 2 includes sound, 3 allows
attack action. you to move around.
● When… Blocks. When they are ● Extra Turn. Either travel back in
targeted with the attack action. time to the start of your turn, or slow
● Upkeep. Beginning of the scene down time enough to act twice.
● End Step. End of the scene ● Create Tokens. Creating a magical
construct.
Targets
● Counters. Counters modify qualities
● Controller/Owner. Either the target,
until the end of the day.
or whoever controls the target (Such
● Creatures you control. Allied
as a Dungeon Boss), whichever makes
creatures in this scene.
more sense.
● Return an Instant or Sorcery to
Zones Hand. Put a spell you’ve cast back in
● Hand. A nearby base of operations, or front of you.
nearest equivalent. Lacking that, the ● Milling. Forgetting important things.
last real bed they slept in. ● Lands. If you gain or lose lands
● Battlefield. In the scene (searching for one, sacrificing one),
● Graveyard. Both the dead, the that lasts until the end of the day.
destroyed, and spells that have ● Lose the Game. Die.
already been cast today. ● Win the Game. Achieve your
● Library. Your homeland, or objective in this scene. The results
somewhere equivalent. are limited by the flavor of the source
● Exile. Lost in another plane. of this effect.
Keywords Examples
● Deathtouch. Poisons anyone they
Prevent all
damage. Unless they find an antidote
damage that
or gain life through magic, they will
would be dealt to
die in 24 hours.
your allies (but
● Defender. Can’t move from what
not you) until the
they’re defending.
end of the scene.
● Changeling. You can shapeshift to
appear like other races. This does not
affect draws from the Fate deck
● First Strike. Does damage before the
other party.
● Double Strike. Does both First Strike
and regular damage.
● Equip X. You must pay this cost to
don this equipment. After that, it
This location is
stays on all day.
ever shifting,
● Flash. Will surprise or ambush you.
changing from
● Flying. Can fly. You still take damage
one type to
when you attack ground targets.
another.
● Haste. Can move significantly faster
than any creature without haste. Once per scene
● Hexproof. Can’t be targeted with here, you may use
spells. its second ability
● Indestructible. Can’t die. on one of your
● Lifelink. If they survive dealing lands.
damage, they gain that much HP
back.
● Menace, Fear, Intimidate. Can’t be
willingly fought alone. Too scary. This bastardly
● Ninjutsu. If you’re not in a scene, you little creature eats
can pay the mana cost to reveal that important things.
any ally was you in disguise
You can pay a
● Protection. You cannot be affected
little bit of mana
by the named thing.
to direct it
● Reach. Has some way to attack far
towards a specific
away or up high targets.
thing you want
● Trample. When they kill someone
destroyed, but
with an attack, they can immediately
you’ll probably
take the attack action again.
never see it again.
● Vigilance. Cannot be surprised or
ambushed.
Creating Adventures Friendly Rooms. Lands of Friendly colors
are safe. Friendly creatures here are allies,
Using Magic cards as a base for the game
possibly running shops. Hostile colored
allows improvisation on the fly. You can grab
Creatures are neutral, restrained, or
a handful of Red cards to create a mountain
apathetic.
dungeon, or some Ravnica cards to create a
city adventure. If there are no creatures here, it is a
Treasure room. Instants and Sorceries are
Dungeons spellbooks, Artifacts are safely in chests.
A dungeon need not be a literal Contested Rooms. Lands that produce no
underground maze. It’s just a shorthand for colors or produce both Friendly and Hostile
a hostile adventure locale. colors are Contested. Separate all cards into
Pick a creature to be the Boss of your Hostile and Friendly, and those two sides are
dungeon. Someone who controls the entire in battle with one another. Colorless cards
area. They determine the Colors of the go to the Hostile side. If only one side has
dungeon. The color of the Boss and its allied creatures, then everything from the other
colors are Hostile. The other two colors are side is used as a trap.
Friendly. The Big Score. Draw 3-4 cards and set them
Take some Lands of your choice and arrange aside. These are the treasures the boss keeps
them face down. Each Land is a room in the in a chest in the room with them.
dungeon. Choose a room to put the Boss Multicolored Bosses. There are always 3
card in, and one to be the entrance. Hostile colors and 2 Friendly colors. For
Take about 3 nonland cards per room and multicolored bosses, choose the most logical
shuffle them. Deal them out facedown to 3. If a boss was Green and Blue, also choose
each room, putting more cards on rooms White to be hostile (the color between). The
closer to the Boss. creature types, art, and flavor of the Boss
card can influence this as well.
Hostile Rooms. Lands of Hostile colors are
themselves Hostile. Hostile creatures here Settlements
are your foes. Friendly colored creatures To create a random settlement, draw 14
here are likely captives in some way. cards and a basic land. If it is a town, discard
Friendly colored items are being guarded. any cards with CMC 4 or up. If it is a city,
If the foes have a low CMC, the GM may discard any with CMC 6 or up. If it is a
include more than one of them. Track HP metropolis, keep every card.
separately. Creature cards are important inhabitants.
Anything that could be used by your They may have quests or shops.
enemies is equipped to them. After you Instants, Sorceries, and small Artifacts are
defeat a hostile room, you may loot Artifacts things you might be able to buy or earn in
and Friendly colored Instants and Sorceries town.
(which are spellbooks in chests).
Each land is an area in the city itself.
If there are no creatures here, this is a trap Enchantments affect the whole city, and
room. The trap can cast any Instants or large Artifacts are important objects. They
Sorceries and it uses Artifacts against you. might be hidden in vaults
Example Dungeon
This is a simple three room dungeon, for illustrative purposes. Most will be more complex.

Our first room is a contested room. There are 3 surviving crossbowmen trying to press deeper into
the mountain, and 6 surviving enemy goblins. The goblins have the advantage, since the
crossbowmen can’t hit them unless they leave their barricade to attack.

The guardian of the gateway to the Boss’ lair has set up a dastardly trap. A powerful
enchantment will activate as soon as you enter the room.At the beginning of each round, the
players must sacrifice a White or Green permanent of their choice. Do they sacrifice a surviving
crossbowman? An item they control?
Note that I’ve changed the upkeep trigger from the start of a scene to the start of a round. GM’s
should feel comfortable bending the rules like this to make encounters more interesting.
To make matters worse, he has placed a barrier between you and him. You’ll have to destroy it to
get to him.
Luckily there is a sliver of hope. The enchantment hurts him at the start of each round. 1 life the
first time, 2 life the second. He can use his Lifelink to regain some life, but it will eventually
succumb to his own magics
Example, Continued: The Boss Room

A deadly dragon sits in a massive cave. It has 12


Life, 5 Power, and 5 Toughness, making it a
deadly foe. Not to mention it can fly and
increase its power.
It knows two spells, one to deal direct damage,
and one to increase the power of his minions. It
has 8 Wastes and 4 Mountains with which to
cast spells. If you gain life, it can even return its
damage spell to its hand.

It also has two brutal little servants. Two goblins with high power and haste. Between them and
Balduvian Rage, you’re likely to take a big hit right at the start of the fight.
Finally, the purpose of your mission. Danitha is the Knight you’ve been sent to rescue. It lost a lot
of lackeys capturing her. She’s a true hero, and her men recruited you to save her. She’s chained up,
awaiting execution. She has 10 HP, but knows no spells.

The Hoard
Two artifacts and a
spellbook sit in an
ornate chest. Once
you deal with the
dragon, you can loot
it.
Alternate Rules and World Maps
Further Inspiration You can also use Land cards to create a
There are many ways to expand this system world map. Rather that factions, the land
once you’re used to the system. types represent biomes.
Each land represents about a 5x5 km square.
Dungeon Design You can travel about five of them in a day on
The rules above are for quickly creating foot. Feel free to adjust the scale to your
dungeons. If you want to add more flair, here needs.
are some ideas.
You can use the art on a card to decide what
Multiple Floors. A dungeon can have more it will be. Sort them into Wilderness and
than one floor, with a boss on each level. Landmarks. Most basic lands are Wilderness,
I use two common tokens, like Servos and but some such as the Ravnica lands depict
Thopters, to represent the stairs. cities.
Multiple Entrances. There can be multiple Building the Map. Try to mostly put lands
known or hidden ways into a dungeon. This next to lands of a similar type, to create
is especially handy for larger dungeons. swaths of similar land. One lone swamp in
Factions. Rather than 1 faction with 3 the middle of the forest adds intrigue, but
hostile and 2 friendly colors, you can have only when there is a larger cohesiveness to
multiple factions in a dungeon. Divide the the map.
colors between them. Your players can then Use the Wilderness cards to build the
decide which factions, if any, to side with. natural world. The mountain ranges, the
Each faction should have a Boss. lakes and rivers, the wide plains.
Dual lands become the fronts of their battles Then, dot that landscape with Landmark
against each other. Trilands can even be cards. Mostly these will be settlements. A
three way fights. large city could take up 5 or 6 lands, each
Central Artifacts. A Large Artifact is a great being a district.
centerpiece for a dungeon. It can be in the Landmarks will also mark your dungeon
possession of a Boss, who will use it for ill. entrances.
Or it can be a race between factions to see Encounters. You can put cards face down
who can take control of it first. under lands to represent random
encounters. A creature might be a stranger
Nonbasic Lands
who lives there, or a deadly roadside
In the base game, you can only control Basic monster. An artifact or spell might be
Lands. If you want to include non-basics, hidden treasure, that players must work to
use this rule. reveal.
Start including some non-basic lands as Landmarks will have far more cards. You
items. These represent Mana Scrolls. You may want to note them down their contents
use them like a normal spellbook, after and store them separately, rather than keep
which they burn up. They let you replace them under the map.
one of your Wastes with that land. At a
store, they cost 5 treasure.

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